
The idea with all of this data is that it won’t be stuff you will know off the top of your head. These datum you collect are, for example, things like color schemes of national flags - so “red white and blue” when France, or the UK, or the USA, or any other combination of two nations with that common color scheme on their flags are both equally plausible is not helpful enough at narrowing the range of possibility to a single point of fact and you’re gonna need more data. When you investigate at any one of these buildings, you get a datum, fictionalized as eyewitness testimony, which may or may not enough to draw a firm conclusion on. (Carmen Sandiego herself is the final boss.) You the player go to cities, and in every city you get a menu of three buildings.


There are two obstacles to overcome, and both are simply a not-knowing that you need to make into a knowing: one, you don’t know where the criminal is, and two, you don’t know who the criminal is. Somebody has stolen an extremely valuable object from somewhere in the world.

I guess in an abstract kinda sense you could consider the little knowledge morsels (henceforth “datum” or “data” in plural) that you get about the suspects as inventory items? But it has a totally different feel from ordinary lock-and-key reflavorings… Okay, let’s go over the “core loop” of the game real fast.
